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using System.Collections.Generic;
using Cthangover.Core.Localization;
using Cthangover.Mods.Dialog;
using Cthangover.Mods.Dialog.Action;
using Cthangover.Core.UI;
using Cthangover.Mods.Interface.Base.Lists;
using Cthangover.Core.UI.Dialog;
using Cthangover.Core.UI.Event;
using Cthangover.Core.UI.Executable;
using Cthangover.Core.Scenarios;
using Cthangover.Core.Scenes;
using Cthangover.Core.Interactive;
namespace Cthangover.Mods.Dialog.Scenarios
{
/// <summary>
/// Handles the <c>text</c> DSL command, the primary dialog display instruction.
/// Shows character text with optional <c>first</c>/<c>second</c> speaker
/// avatar faces, <c>hide_color</c> tint suppression, and a <c>wait</c> flag
/// that controls whether the dialog waits for user input before continuing.
/// Text can be literal or resolved from a <c>key=</c> localization entry.
/// </summary>
public class TextCommandStrategy : IScenarioCommandStrategy, IScenarioCommandSpec
{
/// <inheritdoc/>
public string Command => "text";
/// <inheritdoc/>
public int MinArguments => 1;
/// <inheritdoc/>
public int MaxPositional => 1;
/// <inheritdoc/>
public IReadOnlyList<string> AllowedNamed => new[] { "key", "first", "second", "hide_color", "wait" };
/// <inheritdoc/>
public void Execute(DialogQueue dlg, List<string> positional, Dictionary<string, string> named, string arrowTarget, ILocalizationProvider locale)
{
var textVal = positional.Count > 0 ? positional[0] : "";
if (named.TryGetValue("key", out var key) && locale != null)
{
var loc = locale.Get(key);
if (loc != null) textVal = loc;
}
var first = named.TryGetValue("first", out var f) ? f : null;
var second = named.TryGetValue("second", out var s) ? s : null;
var hideColor = named.TryGetValue("hide_color", out var hc) && hc == "true";
var action = dlg.Text(textVal, first, second, hideColor);
if (named.TryGetValue("wait", out var wait) && wait == "false")
action.WaitType = WaitType.NoWait;
}
}
}